Graphic Java 1 2 Book PDF, EPUB Download & Read Online Free

Graphic Java 2: Swing
Author: David M. Geary
Publisher: Prentice Hall Professional
ISBN: 0130796670
Pages: 1622
Year: 1999
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Written for experienced programmers who need detailed explanations of the JFC libraries, this volume covers all aspects of the swing framework. Swing is the long-awaited successor to the AWT's heavyweight components.
Computer Graphics for Java Programmers
Author: Leen Ammeraal, Kang Zhang
Publisher: Springer
ISBN: 3319633570
Pages: 387
Year: 2017-10-12
View: 1162
Read: 323
This third edition covers fundamental concepts in creating and manipulating 2D and 3D graphical objects, including topics from classic graphics algorithms to color and shading models. It maintains the style of the two previous editions, teaching each graphics topic in a sequence of concepts, mathematics, algorithms, optimization techniques, and Java coding. Completely revised and updated according to years of classroom teaching, the third edition of this highly popular textbook contains a large number of ready-to-run Java programs and an algorithm animation and demonstration open-source software also in Java. It includes exercises and examples making it ideal for classroom use or self-study, and provides a perfect foundation for programming computer graphics using Java. Undergraduate and graduate students majoring specifically in computer science, computer engineering, electronic engineering, information systems, and related disciplines will use this textbook for their courses. Professionals and industrial practitioners who wish to learn and explore basic computer graphics techniques will also find this book a valuable resource.
Java 2D API Graphics
Author: Vincent J. Hardy
Publisher: Prentice Hall Ptr
ISBN:
Pages: 509
Year: 2000
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This combination book and CD-ROM package shows Java 2D graphics API users how to create awesome graphics with step-by-step color graphics and dozens of detailed code examples. The author offers an exhaustive overview of the program features, components and key applications, and also introduces his exclusive Graphics Layer Framework, a high-level programming model that dramatically simplifies Java 2D programming and is included free on the CD-ROM.
Think Java
Author: Allen B. Downey, Chris Mayfield
Publisher: "O'Reilly Media, Inc."
ISBN: 1491929537
Pages: 252
Year: 2016-05-06
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Currently used at many colleges, universities, and high schools, this hands-on introduction to computer science is ideal for people with little or no programming experience. The goal of this concise book is not just to teach you Java, but to help you think like a computer scientist. You’ll learn how to program—a useful skill by itself—but you’ll also discover how to use programming as a means to an end. Authors Allen Downey and Chris Mayfield start with the most basic concepts and gradually move into topics that are more complex, such as recursion and object-oriented programming. Each brief chapter covers the material for one week of a college course and includes exercises to help you practice what you’ve learned. Learn one concept at a time: tackle complex topics in a series of small steps with examples Understand how to formulate problems, think creatively about solutions, and write programs clearly and accurately Determine which development techniques work best for you, and practice the important skill of debugging Learn relationships among input and output, decisions and loops, classes and methods, strings and arrays Work on exercises involving word games, graphics, puzzles, and playing cards
Java 2D Graphics
Author: Jonathan Knudsen
Publisher: "O'Reilly Media, Inc."
ISBN: 1565924843
Pages: 339
Year: 1999
View: 1178
Read: 574
An essential resource describes every aspect of 2D API, from setting line styles and pattern fills to creating and manipulating three types of graphic objects--shapes, texts, and images, and covers such topics as image data storage, color management, and more. Original. (Intermediate).
Java AWT Reference
Author: John Zukowski
Publisher: Oreilly & Associates Incorporated
ISBN: 1565922409
Pages: 1045
Year: 1997
View: 445
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Describes the features of the latest release of the Java programming language, including AWT, or the Abstract Windows Toolkit, the portion that handles graphic user interfaces
Introduction to Computer Graphics
Author: Frank Klawonn
Publisher: Springer Science & Business Media
ISBN: 1447127331
Pages: 253
Year: 2012-01-18
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This book is an essential tool for second-year undergraduate students and above, providing clear and concise explanations of the basic concepts of computer graphics, and enabling the reader to immediately implement these concepts in Java 2D and/or 3D with only elementary knowledge of the programming language. Features: provides an ideal, self-contained introduction to computer graphics, with theory and practice presented in integrated combination; presents a practical guide to basic computer graphics programming using Java 2D and 3D; includes new and expanded content on the integration of text in 3D, particle systems, billboard behaviours, dynamic surfaces, the concept of level of detail, and the use of functions of two variables for surface modelling; contains many pedagogical tools, including numerous easy-to-understand example programs and end-of-chapter exercises; supplies useful supplementary material, including additional exercises, solutions, and program examples, at an associated website.
Graphic Java 2 Mastering the Jfc
Author: David M. Geary
Publisher: Pearson P T R
ISBN: 0130796670
Pages: 1622
Year: 1998-09
View: 200
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7966G-2 Master the Java Foundation Classes with "Graphic Java 2, " the most complete and comprehensive guide to the AWT, Swing, and the 2D API VOLUME 2: SWING (This is a 2Volumeset) Swing gives Java application programmers world-class tools for building professional, customizable cross-platform GUIs. This comprehensive reference by former Sun engineer David Geary shows experienced programmers how to take full advantage of Swing's power. Practical explanations and robust code examples provide the resources you need to build Java applications with sophisticated graphical user interfaces. "Graphic Java" is the one exhaustive reference that contains everything you need to know about Swing. In depth explanations are coupled with class diagrams and code examples for all of the key components, including: Buttons and labels Progress bars and sliders Frames, windows, and dialogs Internal frames and desktop panes Color and file choosers Menus and toolbars Lists and combo boxes Text components Tables and trees You'll discover the key design considerations associated with Swing development, including Swing's object-oriented idioms and design patterns, and the pluggable look and feel architecture. You will understand how to use the Swing components, but more importantly you will have an understanding of how the components are designed and how they fit together within the Swing framework. "
Filthy Rich Clients
Author: Chet Haase, Romain Guy
Publisher: Pearson Education
ISBN: 0132715694
Pages: 608
Year: 2007-08-09
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Filthy Rich Clients refers to ultra-graphically rich applications that ooze cool. They suck the user in from the outset and hang on to them with a death grip of excitement. Filthy Rich Clients: Developing Animated and Graphical Effects for Desktop Java™ Applications shows you how to build better, more effective, cooler desktop applications that intensify the user experience. The keys to Filthy Rich Clients are graphical and animated effects. These kinds of effects provide ways of enhancing the user experience of the application through more attractive GUIs, dynamic effects that give your application a pulse, and animated transitions that keep your user connected to the logical flow of the application. The book also discusses how to do so effectively, making sure to enrich applications in sensible ways. In-depth coverage includes Graphics and GUI fundamentals: Dig deep into the internals of how Swing and Java 2D work together to display GUI applications onscreen. Learn how to maximize the flexibility of these libraries and use them most effectively. Performance: Follow in-depth discussions and tips throughout the book that will help you write high-performing GUI applications. Images: Understand how images are created and used to make better Java applications. Advanced graphics: Learn more about elements of Swing and Java 2D that are of particular benefit to Filthy Rich Clients. Animation: Discover general concepts of animation, as well as how to use the facilities provided in the Java platform. Learn new utility libraries that vastly simplify animations in Java. Effects: Learn how to create, customize, and use static and animated effects—the mainstays of Filthy Rich Clients. Code examples illustrate key concepts, and the book’s companion Web site, http://filthyrichclients.org, includes extensive demos, utility libraries, additional information on related technologies, and more. Informal, fun, and, most of all, useful, this book is great for any developer working with Java to build desktop applications.
Graphic Java 1.2
Author: David M. Geary
Publisher:
ISBN:
Pages:
Year: 1999
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Graphics Programming with Java
Author: Roger T. Stevens
Publisher:
ISBN: 1886801916
Pages: 406
Year: 1999
View: 1152
Read: 224
Java is becoming an essential tool for graphics programmers. This book shows how to integrate Java into a programming toolbox. For those already working in C++, the transition should be made easier and for those just starting to program, the basics are provided. The book details differences between Java and C++ and covers the latest version of Java and Microsoft Visual++.
Computing with Java
Author: Art Gittleman
Publisher: Addison Wesley Longman
ISBN: 1576760596
Pages: 736
Year: 2001
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Computing with Java: Programs, Objects, Graphics 2nd Edition is an introduction to Java that covers the fundamental concepts of object-oriented and event-driven programming. It introduces objects early to help students develop object-oriented thinking from the start. Event-driven programming is presented gradually and thoroughly starting in Chapter Six . It also covers more advance topics such as Swing, Collections, threads, concurrent programming, networking, database connectivity, servlets, JavaServer Pages, JavaBeans, and XML.
Java 2D Graphics
Author: Jonathan Knudsen
Publisher: "O'Reilly Media, Inc."
ISBN: 1565924843
Pages: 339
Year: 1999
View: 807
Read: 431
An essential resource describes every aspect of 2D API, from setting line styles and pattern fills to creating and manipulating three types of graphic objects--shapes, texts, and images, and covers such topics as image data storage, color management, and more. Original. (Intermediate).
3D Astronomy with Java
Author: Randall Stuart Fairman
Publisher:
ISBN: 094339693X
Pages: 354
Year: 2010
View: 375
Read: 1102

Computer Graphics Programming in OpenGL with JAVA
Author: V. Scott Gordon, John L. Clevenger
Publisher: Stylus Publishing, LLC
ISBN: 1683922204
Pages: 450
Year: 2018-09-30
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This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL, along with its theoretical foundations. It is appropriate both for computer science undergraduate graphics programming courses in degree programs that emphasize Java, and for professionals interested in mastering 3D graphics skills who prefer Java. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. New sections have been added covering soft shadows, performance optimization, Nsight debugging, as well as updated industry-standard libraries and steps for running the examples on a Macintosh. Includes companion DVD with source code, models, textures, etc. used in the book. Features: • Includes new sections on implementing soft shadows, performance optimization, and updated tools and libraries such as the JOML math library and Nvidia’s Nsight. • Covers modern OpenGL 4.0+ shader programming in Java, using Windows or Mac. • Illustrates every technique with complete running code examples. Everything needed to install JOGL and run every example is provided and fully explained. • Includes step-by-step instruction for every GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) -- with examples.